﻿/*
 * Copyright (c) 2011
 * Thomas Rozanski, Geoffrey Wright, Zachary Lynn, Jesse Natalie
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the team nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THOMAS ROZANSKI, GEOFFREY WRIGHT,
 * ZACHARY LYNN, OR JESSE NATALIE BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using Microsoft.Xna.Framework;
using Kinected;

namespace TowerDefense
{
    /// <summary>An Enemy follows a Path along it's segments.</summary>
    class Enemy
    {
        private Circle bounds;
        private Random random;

        private Vector2 origin, position, velocity;

        private float movementSpeed;
        private int pathSegment;
        private int health;

        public Vector2 Origin { get { return origin; } }
        public Circle Bounds { get { return bounds; } }
        public Vector2 Position { get { return position; } set { position = value; } }
        public Vector2 Velocity { get { return velocity; } set { velocity = value; } }
        public int PathSegment { get { return pathSegment; } set { pathSegment = value; } }
        public int Health { get { return health; } }

        public Enemy(Vector2 position, float radius, Vector2 velocity)
        {
            random = new Random();

            this.position = position;
            this.velocity = velocity;

            origin = new Vector2(radius);

            movementSpeed = 80.0f;
            pathSegment = 1;
            health = 3;

            bounds = new Circle(position, 0.0f, radius);
        }

        /// <summary>Hit with a projectile, lower health.</summary>
        public void ProjectileCollision()
        {
            health -= 1;
        }

        /// <summary>Update the enemy's position.</summary>
        public void Update(float timeStep)
        {
            // Upate the circle position
            position += velocity * movementSpeed * timeStep;

            // Update the bounds
            bounds.Center = position + origin;
        }
    }
}